#general-modding
1 messages · Page 76 of 1
I'm REALLY well aware Mod teams are god awful
Terraria modding be damned
But Indie game dev teams are a wild card
You could go on for a while with them, or barely even lift a finger and the game's canned
For me I've always considered myself a solo dev, despite not really making much that gets finished due to the pain that is burnout
no new blood kart updates today but
here's an old java project i was working on back when I didn't know what unity was
it was never finished
Godot > Unity
change my mind
you can have your opinion
I just use unity because it's the one I've used the most and the one I'm most familiar with
C# in Godot sucks
no new blood kart updates today
Not if I can help it
It sucks in Unity too but it sucks for different reasons
Mate you don't use C# in godot, you can but it doesn't have all the scripting features like it's built in scripting language which is 1000x easier to digest than C# any day
Consume the Chalice
Dunno about that, I hate Pythonic languages so GDScript is not something I would see myself writing
did someone just accidentally move this chat and then move it back
Maybe
i tried writing GDScript once
i quit when i realized that it uses exclusively indentation to define its code blocks
literally WHAT is wrong with brackets
i've done coding related stuff ONCE back in mid high, and a bit in high school but for a different thing than what i did in midhigh, and i agree.
what is wrong with brackets
using identation only sounds like cancer
in terms of coding, I only did GDScript because in theory it's easier than others
also because when I studied art and animations for videogames, we had to learn some coding in order for us to understand how programming works
and we had one of the creators of Godot to teach us that lol
Python's not bad, sure the syntax is funky but it really isn't terrible
It works great in stuff where you have to deal with stuff like databases and mass data shenanigans
As a game engine language? Not so sure
all while me using GDScript through and though becuase fuck unity's implementation of Quaternions: 
why does my computer do this? why?
They used to be in tabs then my computer said "lol no fuck you"
I'm trying out Angelscript for my small game and that one is pretty cool too
It's a lot like plain C++, but you don't have to do any memory management, so that's pretty cool
that's nice
Then don’t complain about a game engine if you didn’t actually use it’s code language before 
Plus the built in script editor is really nice and good
Compared to VS
Godot advertises C# support, the C# support is subpar
Therefore I will complain about the subpar C# support
I've used GDScript, I don't like it
Although 4.0 is being worked on and will (hopefully) fix that subpar C# to just “it can use C#.”
Yeah, they're changing from the backwards approach of "let's embed Mono" to "let's embed Godot"
Unity uses the "let's embed Mono" approach as well, and it's caused no shortage of headaches, they're in the process of migrating to CoreCLR but it's a slow process
Fuck Unity’s implementation of how you use rotations in code btw
You'll have to be more specific lol
Their Quaternion type is pretty standard, as is the rest of their math library
Yeah fuck Quaternions
A simple “rotate(float,float,float)” is much more manageable than matrix style
It also has a number of issues, euler angles suffer from gimbal lock, wrapping issues, etc
Quaternions are complicated, but they're a good solution to a difficult problem
You're not supposed to be mutating the values of a Quaternion directly either
Also for the record, Unity does have a Transform.Rotate(float, float, float) API
There are many, many, many, many reasons to shit on Unity, I could talk all day about how much I hate that engine sometimes
But using Quaternions is a good thing
and then GDScript is simply:
self.rotate_degrees(Vector3(0,0,90))
self.rotate(Vector3(0,0,1))
transform.Rotate(0, 0, 90);
Why is that an issue?
You are performing an action on the transform, which is a component
This is like the most nitpicky thing ever lol, you can even just write an extension method if you want a Rotate API on GameObject/Component
Which would allow you to do this.Rotate(0, 0, 90);
It's impractical to type out things like that is my main issue
You shouldn't Have To write an API for anything if it just allows you to do some of these things by default
Impractical? What lol
You're going to need to provide a fuller example of what you mean, because the example you've shown is almost identical in Unity
And even then, this isn't a C# vs GDScript thing
It's entirely an API design thing
You could have a GDScript backend for Unity and you would still need to specify transform
nonono I'm trying to say
The steps you need to take to code said actions are more inconvenient overall than how Godot goes it
Hold on let me find the vid
But they're the same thing, you're still specifying the pointer to invoke the method on
self.rotate_degrees(Vector3(0, 0, 90))
versus
transform.Rotate(0, 0, 90);
Working on a fallen aces powerup
fuck quaternions
this is a riveting argument that i do not understand in the slightest
This is why it's taking so long to get the SDK update
lmao
Zombie be arguing bout nerd shit
lmao
love how it still has the aces artstyle
also i made a change to the first level that removes the jump pads because they didn't work good with the ai
Basically:
From what I've gathered from other devs who have more overall Godot knowledge about the backend C#/mono stuff:
GD Script for general and bulk scripting
C# for low level scripting and fine tuning to already existing scripted object
That sounds reasonable, I just hate working with pythonic languages so I wouldn't want to write GDScript at all
Whitespace affecting control flow is one of my least favorite language designs
it's certainly one of the choices of all time
fair
I mainly use GDScript because It's WAY more convenient to just boot up a Godot scene and switch to the built in script editor than it is to:
-Boot up unity
-Waiting for Unity to reload the scene you're wanting
-Wait for VS to open
-S U F F E RR R when Unity crashes
Yeah but that's a Unity problem, Unity is a mess
My whole issue was that Godot's integration with C# leaves much to be desired currently
Being stuck on Mono means you can't take advantage of a lot of newer stuff like UnmanagedCallersOnly
I haven't looked at their bindings for a while, but the last time I checked there were some really questionable design choices there too
Godot as an engine is fine, I just don't like how they've approached the language bindings
Oh yeah for sure, but again C# was mainly used for low level things for the longest of time
it wasn't until the lead dev of Godot got in touch with some peeps that wanted to expand the C# side of Godot that they're working on it
Let's be real: Godot only supports C# so it has a better chance of competing with Unity
I doubt they would have ever bothered with it otherwise
No I mean Godot supports C# so that it can say to Unity developers "hey we support C# too, check it out"
They started adding C# support in 2017, right when Unity was really starting to take off
They never advertise it as a C# main in coding
in fact I've always seen it as
"Here's how you code in our language...
And also there's C# ig"
It was definitely a "this will make it easier for Unity developers to switch to Godot" thing
mate Unity was a thing in 2012
remember Slenderman games?
I... know that? lol
Unity first came out in 2005
Maybe you're not understanding what I'm saying
I imagine the process was along the lines of
unity is gaining lots of popularity
unity supports C#, which is one of the reasons many people use it
why don't we support C# too?
What was the definition of "When it started taken off" then?
Because UE4 DEF was not an option
GMS was dying
CTF has always been dead
no I'm saying It's always has been used and was popular
in fact it was p the most commonly used game engine even before 2017
For sure, but it was gaining more and more traction around then
The Unity 5 - 2017 period was when Unity started to grow the most
So it makes sense that using C# was a decent way to gain some of that traction in Godot
I still don't really think 90% of the people who use Godot thought "Oh wow this game engine can also use C#!" when downloading it for the first time
can you make it
I never said they did
I just said that bringing in developers from Unity was probably one of the factors that informed the decision to implement it
oh
maybe
It's just a bit annoying because C#'s a really powerful language, but neither Unity nor Godot really embed it in a way that lets you take full advantage of it
Both are working on solving that problem at least, and Godot's approach is actually the better one there
They're inverting the model they use to bind it: rather than embedding Mono into Godot, Godot becomes a native library consumed by a C# application
So then Godot can be used in both Mono and CoreCLR
In Unity's case they're still embedding directly, they're just embedding CoreCLR instead of Mono now
One reason this is better is that it means you can actually use almost any language with Godot, not just C#
As long as the language supports the C ABI, it can interact with Godot through that library
I personally don't like that idea
GDScript is what makes me want to use Godot
if they get rid of it or rather convert it to C#
I'm out
Shit gets too complex with only mono/C#
And debugging becomes hell due to the built in editor not catching the errors and it genuinely gets aggravating
It has no impact on GDScript
But what about the actual built in script editor though?
Nothing changes there
It's just an alternative deployment model for the engine, for those who want to use languages other than GDScript to interact with it
I already despise how 4.0 is fucking over long time project files by changing the code language to be more like C#
where there's one good (Lamda functions)
And then there's the bad (removing/changing the terms "onready", "var", and "export")
If it's a different build of Godot, then sure, but if it's like
Baked into what Godot is
ehhhhh
It's going to be part of 4.1
But it's an internal detail that you won't even notice if you're just using GDScript
It has absolutely no impact on that use case at all
So, currently Godot is an application. When you want to use C#, it loads the .NET runtime (specifically, Mono) into it.
The idea is to change it so that there is also a Godot library. The Godot application then loads that library, and everything works just like it did before
But you now have the option of replacing the application part with your own program that does the loading of the Godot library
Which can be written in whatever language you want
Ohhhh Okay I thought you meant like
GDScript would be obsolete in the game engine itself if that were to happen, or at least put to the side lines
Yeah no GDScript isn't going anywhere lol
It's just a design change to help facilitate using other languages with Godot, without needing to change Godot itself
Ic
Is it really that entertaining to read my word vomit? 

A collaborative vomit
cooperative acid ejection
quick question, if i was ever to get into game development, what software do you guys recommend
ive heard unity and godot are good
Honestly it's not about the program, it's about how much shit you're willing to sift through to learn it
ehhh thats true
Grab both and futz around with em
lmao
Same with unreal
Follow some tutorials
Whichever feels best for you, stick with it
Stockholm Syndrome yourself if you have to
look at it go
scratch :)

choosing a program depends on what you want to make
like dont try and make a fps in game maker studio
song source pls
No
Not sure whether it's the whole song
Though if I post a translation it will probably be deleted 
🤨

Why haven't you deleted it
I tried to make the hint obvious. Smh
Yeah, if it's translation is bad then just yeet it.
what happened here
Let me check the translation
I don't like to rule 13 music. But if someone comes out and says "this is bad" then its gotta go lol
Can't find the name of the song anymore
I can send it in DM 😳
The song has been used in meme videos about current events but has existed before said events
Pls do
Its mostly just really nsfw
Damn
This is indeed a "this song is fire but I don't know the language that its in" (song is about terrible events) moment
More like porn
I mean, if its not some really bad rule 1 shit then idc. Or else we'd be deleting half of #music lol
Eh aight
It is very
Explicit
And excessive
Like the lyrics do not feel like they match the music but ig that is the point
The band* is very down bad

It's a group that makes parodies of some classic soviet/russian songs
Basically bastartizations
Damn
this is what happens when development is good
Yeah, if you know something is questionable and isn't in English, please do not post in the future.
Cheese time (Very wip)
dm it me
Map time?
Map time.
Map time ft. a bunch of placeholder textures
Working with modular meshes or working in a 3D application is way nicer than working with brushes IMO.
Trenchbroom 🤢
been working on a V1 avatar for VRC, spent today learning how the new physbones work by making the wings physbones
Still needs a bit of tweaking, but it's getting close to what I want
Still need to hop into VR and test it there - the difference between how an avatar reacts in desktop mode and vr is night and day
There are Blender addons that can spit out Quake maps with decently accurate UVs, so yeah it's kinda viable
It is 100% viable
I honestly wouldn't see how you could do it in other software that isn't a 3d modeling application so
No probpem
If you use Valve's texture coordinate format, you won't have any problems with UVs btw
I used the part that converts the UVs of that addon in another program of mine to convert Doom maps to Dusk and it worked flawlessly
I did it
welp time to texture this THING
Not quite sure if I should go with LQ/Low pixel dimension size or if I could get away with a 1024x1024 texture
hmmmm
Might make it actually 514x514 for the body and the head is 1024x1024
maybe

hand painted in blender as well
514x514 on the body
and 360x360 for the head
didn't turn out too badly I think
Wait are the arms and legs supposed to be jet black or is it a wip?
wip
I didn't want to use 2048x2048 texture for just this model's UVs due to it being easier to texture if I split up the limbs while texture painting
I could've made it like that
but I did not
I've started it all from scratch once again
But this time, I'm using a scripting engine for game objects and I just managed to make my base object system work
Made a Ascii "game" with raycasting and procedural gen rooms from scratch with only C# console application
No libraries or otherwise have been used
You've made the doomrl engine
there's something about ASCII games that just tickles my lizard brain
there we go
am I the only one that can't decide if coding in 2D is more fun than coding in 3D?
Why not do both and make 2.5D game smh my head shake my head
Thats just coding in 3d
Basic render
Now time to put it in game

YOOO
very cool
ok here is a proper post. I'm in really early stages of gamedev for a game using GZDoom as a base. I've got a few 3D models made for it, I just need to learn to animate for it and replace all necessary assets being provided from the Doom2 iwad file. This is my first imported 3D model into the game, which will also sorta be the mascot for the game
here's a test render I made for the hires 3D model of the same monster, which will probably go on the cover
vmodel arms
conkerchads ww@
ahhhh embed failed
anyway, I made the first 40% of Magenta Horizon Act 2
half-year of development time 👴
Still need to animate the other attack frames
but
so far I'm liking how I've set this up
MGR 
Actually no kinda
I'm making a LoZ:MM like game with a combo attack system
And I've been stalling on making assets for it for ages due to me wanting to decide if I'm willing to do pixel art or 3D models
And I've officially decided that I'm using my 3D models for it because it's (imo) a lot easier to not burn out on it like I do with most 2D art
Does anyone know where the 3d model of the skull is? (ULTRAKILL)
no idea and also you might get better results if you ask in #ultrakill-modding
unless you already did and i am a fool
thanks
we're talking about the problems that Unity HDRP is bringing to us now lmao
one of the many problems being no camera stacking for first person view
so we'll probably go back to the old rendering pipeline 
HDRP is something you would want to commit to at the start of development yeah
Migration is a mess
yeah, we learn about it the hard way
Soulstorm moment :(
never actually modeled an exterior game environment before
so this is a first for me
(wip as well)
Nice weapon trail!
What are you using to create it?
Seems like the migration is a bit easier with URP. I haven't really touched HDRP though. That seems like a whole nother can of worms
the good ol slap a plane and weight paint it
and in engine it interpolates the trail bones to track each other on a delay
I'm only doing this because Screw manually drawing the slash with a curve and then applying a shader that tracks motion
Interesting method! What engine are you using?
Godot
Tonight on, "Old projects that i'm gonna finish after new blood kart is done"
leave'n this here for today bois
Cool stuff!
started working with godot
anything important i need to know
note: i dont know much about coding
Enjoy, the hard part is done
lmao
THANK YOU MEATBOX
Don't worry there will be actual proper transparent textures and spinning death blades in the final thing
mat_fullbright 1 moment
I spent all day putting this track together
I'll light it tomorrow after work
don't you worry none
it was just a joke lol
this will be the most game of all time
nah it's a valid point to make
this is going to take a while 
currently have the extreme basics done: player movement/camera, raycast aiming for the gun, and an interactable object.
its gonna take a long time to get anything resembling a real game lmao
That's how it all starts!
im glad im finally starting to do this lmao id been thinking about it for months
multiplayer when
never
YEAAA
that's how I started with my first game
Fun times 
just wait until you get to ai euheueheuu
Aieou
Officially spooked
I’ve already got ideas for the design of the game but I don’t know how to model 
Plus I should, you know, learn how to program before I start modeling things 
always a great idea
I’ve been using a school laptop to work on this and I have to give it back in 2 days 
Well let’s hope our old Lenovo t430 can do this
my head hurts really badly so this will be good for now
this is the weirdest fucking gun ive ever seen
but i dont know how to model and i dont know how guns work so this is fine
mickeys wrist smasher
my setup be like atm
classic godot
I could shorten the Entities section down to "Hostile" and "Player" and put the "Friendly" and "Passive" entities in Active, but at the same time
I could also code it so that every hostile/Entity is pooled in that node, which is a really bad idea due to if I try to grab an entity by child number, it'd most likely grab the wrong one
but
I'm so tempted to thooo
Also I could handle Env loading on runtime
but idk
Might make it modular
Yes
goddamnit why cant i import things from blender into godot
keep getting errors
for some reason the gun model wont import but others will
hmm
YEAH I FINALLY GOT IT
goofy ass gun
it looks like shit and i will definitely replace it at some point
but i wanted to make my own model so i could learn how to use blender lmao
peak goofcore
truly
Export the model as GLTF 2.0/ .glb
FBX import is hella garbo for Godot
I’ve learned that now 
Honestly don’t know what the problem was but I fixed it apparently
I am eagerly awaiting the day FBX is just a stain on our beautiful planet's history
but today is not it.
Sadly
.glb / gLTF 2.0 is undeniably based in a lot of ways
FBX is too old and doesn't really work well as time goes on (esp importing them)
While Godot is working on making it so your .glb/gLTF models can be worked on, in both Blender and Godot almost together
instead of reimporting assets constantly if you'd need to change like one minor thing on the physical model
All you 'd do is import one .glb/ gLTF file, and then (iirc they're making it both a blender addon and built in godot feature) you can just sync the changes of the .glb and have it almost update in real time in Godot
Too much text, but it sounds pretty nice I guess
mate that's not even a paragraph
Still, it’s too much for me , lad.

But anything that you’re doing, I hope you’re making good progress.
did I forget to mention Godot lets you make infinite keybinds
totally not abusing this fact
memory overflow error?
Oh fuck
I don't know
whatever it is it crashed unity and I don't like it
looks like
If your unity crashes. You’re fucked
I’ve once lost an entire project because unity crashed
something to do with your gui utility class, would recommend stepping through and debugging it
it happens like every 5 hours
it should be fine
All textures were just gone, scripts gone
Unless that's a inbuilt class
I opened the project it's fine
it is
all I did was save a script and return to the editor
no
wait a fucking minute
This is unity's editor window class isn't it
Think about it
Plazmin better make sure to create backups every once in a while
my friends has something with github that I don't understand because I'm not a programmer
but if they fuck something up, they can quickly just load an older version and that's it
download Git hub
Unity likes to keep you on your toes by crashing due to its own scripts.
fun
github is the primary version control system everyone uses yes
USB superiority
Just saying you might want some experience with it
usb drive backups
is any1 here experienced with stalker modding
stalker has modding?
not really I just installed modpacks
lets fucking gooooooo
the restart button is definitely fucked up but eh ill fix it later 
I just realized I need to add an elevator down to the actual layer
or maybe a giant ass ladder
or maybe I can pull a minecraft where you jump and then land in water and you're 100% fine
KILL THE INTRUDER
reminder: this is still not official
very cool model
Hot damn
KILL THE INTRUDER
I knew this was going to happen
I knew I made the path too damn big
But ya know what?
might as well make a little ruined town up there
Nother look at the dude
Dass hot
so is the john ward model gonna also get updated?
absolute unit
dude
extremely based
Meatbox you absolute chad
meanwhile I'm suffering here with the drawings lmao
Plazmin I'll send you some rough drawings to test how they'll look in-game as soon as I figure out the poses 
:)
lmao that looks legit
No 🙂
Am proud of Johns model
only way I could do him better is voxel-izing the actual sprite
which I do not want to do to be honest
it would be easy but it would raise the poly count dramatically and probably would not look good
Modeling is fun
Creation
is a gift
seeing a thing you made come to fruition
fills you with a sense
thats true
of dread
its just painful to model things
because FUCK YOU COULD HAVE JUSYT DONE THAT INSTEAD OF THE WAY YOU DID IT
:)
i cant wait to figure out there was an extremely easy way to do something that took me hours
Shift+A = Add object
W in edit mode = a whole lot of shit I use (like Loop tools, and when rigging I just make one side of the armature and then press W > Auto Name L/R > Symmetrize)
Ctrl+B in edit mode with an edge selected = bevel (Scroll wheel to set how many loops you want in the bevel)
I = Indent
L while hovering over on object = auto selecting the object
Shift+K in vertex paint/Weight Paint mode = Auto fill selected areas with whatever color/weight amount you have
X = Delete
M in edit mode = Merge (has a lot of self explanatory options of how you want to merge things)
Ctrl+N in edit mode = Flip/Normalize faces
Blender lore
I could go on
but those are the keybinds I tend to use to the most when modeling (Outside of the usual E,S,G, and R keys)
Good to know
wew
yooo looks cool
my dumbass was trying to get a door to work for an hour before realizing all i had to do to make it interactable was change the static body's layer
big brain
now to get the door animation to work
is there any easy way to copy over animations to duplicates of objects
example: i made a door that, well, opens and closes
but when i duplicate the door and try to open the new one, it only opens the first one
is there an easy fix, or do i just have to edit the code slightly each time
Or just write a script for doors and give it public values like direction and speed
And then each time you use that script on a door, just change those values in the editor instead
thats probably a good idea
That's how it's done
I suppose you could also turn it into a prefab and just change the door model when you use that prefab in your levels
i just started a few days ago lmao
But at least i can use what I have learned to help others
incase you need to know how to make them appear in the editor use export (this is optional btw, mostly for convenience)>(int,float,vector2/3,packedscene,Array,Dictornary) var [insert name of var here]
like so
Is that Godot? I thought he was talking about Unity 😅
also thanks for that
godot is gud
and NP!
Woooooo! SMEXY.
here malice, watch it pls
how do you get lumber tycoon script
a fellow roblox player? cool!
NO ROBLOX HACKS HERE
YOU ARE IN THE WRONG PLACE
TELL YOUR LITTLE SCRIPT KIDDIE FRIENDS
YOU CANNOT FIND ROBLOX HACKS HERE
some classic newblood bullying
infamous even
Its ok hes a child
why do people think they cant find roblox hacks here?
i dont know
also why when i say im going to code something i put it off
today i was like "hmmm ill try enemy ai today"
but now im still working on doors
doors are fun
just dont have door :)
are you doing like
normal door where you push it and like it has hinges and stuff
or are you doing doom doors
normal door
i would do it the easy way where if the player gets close to the door it automatically opens
but i know ill have a lot of doors next to eachother so im making them interactable
very cool
yes
only experience i have with coding doors is trying to recreate the hotline miami doors and giving up because i hate game maker studio
lmao my friend also had that experience
has everyone played hotline miami except me

it is good game
just spend half an hour wondering why the code wasnt working
then realized i wrote "rotation degrees" instead of "rotation_degrees"
so smart
lmao
ive finally figured it out i think
YEAHHH THE DOORS WORK
AND I CAN DUPLICATE THEM
i know that sounds lame but it took me 3 hours and im mildly proud
show doors
epic
Scene switching itself is fine.
The problem is switching from Scene 1 exit A to scene 2 entrance A, and then switching from Scene 2 Exit A to Scene 1 entrance B
hfsdjkfhsjdf
Is he using godot
yes
you literally do
get_tree().change_scene("insert filepath that has the different scene here")
and then ya done
oh
well
i should probably do that
this is the bane of my existence
just accidently lost an hour of work 
the code wasnt working anyway so eh
Oh right
if you have 2 scenes you need to set up the code so that it will check for things after the scene gets done loading
because when you change the scene, and you try to call code during that load period, that happens
no?
all you have to do is make sure to not run/call to nodes during that period
it even says this is what happens in the built in documentation in godot
like there is any other source ports
still iortcw, but i fixed a lot of io bugs lately
for example horrible lipsync was fixed
That is also true
I usually prefer to stick to C and C++ for the games I work on too
But I'm starting to think a scripting engine can also be really helpful especially while programming the gameplay-related stuff
yeah, its true. Thats why I also parsed out a lot of stuff out of the code into .txt files for the upcoming update
all weapon parameters stored in game archives, in small txt files instead of the code
you dont need to recompile the code just because of small balance tuning anymore
i accidently deleted a file so i restored it and now everythings broken 
very funny stuff
yeah but it was from a while back
i can work from it itll just take a little bit to get back to where i was
i have figured out the problem
it wanted me to do this for the note path
the full node path
which is not good since the player will be switching scenes a lot
but anytime i try the shortened node path it fails to work
so this is probably a dumb question but how do i fix this
unless its perfectly fine as is and im just paranoid lmao
it's the "onready" aspect
because onready calls the node Before/during those scene changes
As the _ready() function gets called the moment it gets into the scene tree
so effectively if there's no node present, when it reaches the onready, it'd throw that error
i see
That's pretty cool. Older CoD titles did the same with weapons.
Probably because they used the exact same engine as rtcw
Yeah probably
i do not understand autoloads
stopped working on scene switching since brain hurt and am now doing something hopefully more fun
start screen
why don't you program it then
I know there's some async wait for you lot
Interesting, do you have comparison footage at hand? I'm playing rtcw right now lol
OpenAL lipsync is broken in iortcw. I fixed it to work like vanilla one, while keeping OpenAL intact
lol
What games were the inspiration behind it? - yes
developer art my beloved
truly
if placed carefully the player will not notice that there is not triger
Yes 

So whats the ideal guide to fps movement in unity
Brackey's was dogshit
So how the hell do I find a good guide on fps movement
For example
When I jump to the ceiling I get stuck then slowly fall back
idk how the code for it works but when you hit the ceiling your momentum isnt going away
You usually have to raycast upward a bit above the player or (in godot's case usually) you have a is_on_Floor/is_on_Ceiling/is_on_Wall bool for Kinimatic bodies
and then detect if it's colliding with a ceiling
Ah
I'd like an opinion on something
crouch / jump to swim down / up in a FPS - do you like that ?
assume you can already swim with WASD
yes thats the best movement imo
i mean yea that's how it should be
as well as how noclipping should be
I personally prefer Shift to go down and you stay in place when not moving and you look up and W to swim up
because having to reach your hand to an awkward angle to go down in the middle of battle for crouch tends to annoy me the most
or hell you go down by pressing space and you look up to swim up is a better alternative as well
yep I already have the whole "swim towards where you look" thing going on
shift to sink though? that's a new one 😳
ah but wait I guess you rebind crouch to shift ? going by the 2nd part
no
Shift is run
Ctrl/C is usually crouch which I didn't particularly enjoy reaching my pinky down that far to sink
and there's no real reason you'd be able to run while swimming
so there's one multi bind with shift
imo you should always look for more ways to utilize an already existing keybind that is more comfortable to press so that it doesn't interfere with movement keys instead of using a key that is usually one you would have to consciously press and/or go out of your way to limit one of your movement directions to press
plus in water you're essentially 0 grav unless you naturally sink so movement is the most important element in that state to refine and get a good movement flow
That also includes the Land to Water transition and vice versa
I'll be honest
on KBM I hit shift with my pinky
and it cramps my hand
sprinting is q for me
I guess I kinda see it
shift should be crouch
idk why people tolerate using ctrl
caps lock is way better
^ minecraft player
ctrl for crouch makes space for shift to be used for smth else
use caps lock instead
4 free buttons vs 3 free buttons
what
ctrl shift caps tab
no game uses all of them
3 buttons for your pinky??
i dont have the brain capacity for that
me: bakes Emission map
Blender: I can do this!
me: attempts to bake Diffuse map
Blender:

The weird part is that it worked just fine yesterday
okay that's weird after baking the Roughness map and trying again with the Diffuse, it rendered just fine
New sword for my game because the previous one looks like shit
looks really good. I like the blood aesthetics
hhhhhhhhhHHHH
4 other artists straight up said "the only interesting thing about this is the guard, but even then it's meh"
like
I don't want to go through hell with rebaking the diffuse map again
let alone remodel the blade
the guard I agree with them, I didn't know what I was really wanting out of the guard given this blade was originally a weird scimitar at first in concept with only the guard really fleshed out design wise but the blade I didn't really like that much concept wise so I changed it to what you see there, so idk.
eh
I'm fine with this for now unless I need to update the design later, which I p won't
I think the weird part about the guard is the red foil (how to call it?) as it looks potentially uncomfortable
Is it based off some historical weapon?
lets fucking go i got scene switching to almost work
except the restart buttons broken now but ill fix it
dumb question but how do you set a nodes position when switching scenes
such as how would i set the players position to 0,0,0 when switching to scene 2
Oh you just place the node where you want them to appear in the editor
or in code after the scene change

another dumb question
is there any way to reset singleton nodes
like if i click the restart button i want my player to reset with the level
but since i have the player autoloaded it does not
why
do you have the player as a singleton?
because singletons are funny
was messing around testing things and this made things work
assume im an idiot
fuck topology in this particular case
Probably not gonna see this for a while; but I hope you have a fan-fucking-tastic summer lad. Take care, be safe, and don't do anything I wouldn't do. 
What is it
Whats the code
Is it running the code again and again and again every frame
Or is it an obsenely high poly capsule
Probably this
mind showing the code that's running in func _physics_process()?
because not even I could decrease godot's FPS at runtime unless it has to do with instancing beeg things
It might be the Look_at or how you're getting the player's position
because I've encountered that Look_at() has a few issues at times when the "target" it's trying to look at is aligned 1|1 with itself
However I'm betting it's how you're getting the player
if your enemy is in the scene you'd need to use things like get_parent() to go up the scene tree OR
place the player in its own group and just call get_tree().get_nodes_in_group("insert group name here")[0].global_transform.origin
oh that makes sense
alright trying that now
still tanks the fps
might just be my computer though it can definitely run things better then this
What's the model look like
is there any warnings/errors being spit out in the debug console?
because ik godot tanks whenever there's errors in the debug console
unrelated to your issue (probably) but you're not supposed to multiply by delta when passing a value to move_and_slide
i had a few but i fixed them
thanks lmao
now lets see
alright only warnings that could possibly tank the fps would be these lmao
not even sure what these are for
pops up 6 times when i run the game
the fuck
i have no idea
oh i found the problem
the collision shape looked like this for some reason
i just made a mesh instance then made a trimesh collision sibling
why is it so high poly count lmao
officially confirmed that i am stupid
because there's that many rings and loops in that mesh and Trimesh collisions match the topology of the mesh instead of using base geom to define it's dimensions
For simply just testing AI I'd advise you give it a box collider and not a 1-1 capsule collider
Unless he's going to be rolling around, physics and all
Box colliders get caught on things, plus there's a built in collision shape type for capsules that can be used
instead of using a geometry based one
or even a Cylinder collider could work better than a box collider
Trying to brainstorm some other sword attacks to add to my game. Got the basic attacks for the primary fire, but I'm looking for interesting alt-fire modes...
spin
Seppuku 
I hear that's a good trick
is it third or first person?
if its third you could stab the sword into the ground and then swing around it, kicking enemies
i know thats from something i just forget what
Sounds like something from DMC3
But yeah it's first person
ah then that wouldnt work lmao
And you don't really use the sword for melee, unless you run out of "ammo"
A lot of the cooler moves I can think of wouldn't really work in first person lol
they'd just be too disorienting
true
In any case, new enemy WIP
nice nice
does anyone have advice for sound effects in a game?
should i attempt to make my own or find some online
indeed i do
round trip from dmc is good if you're planning on adding other weapons you can combo it with
(pretend this reply is on the message above)
Have that covered! You can charge up the sword and throw it to make it spin in place and cause damage over time while launching enemies into the air for combos
make him wear short shorts
implemented a basic health system lets go
legs aren't final but the arms are
Dynamic Parkour System is a FREE and open-source plugin that allows anyone to import any model and have an already working controller with parkour capabilities like in Assassin's Creed games.
This plugin is my Bachelor's Degree Final Project developed in 4 months, it is not a professional plugin and some bugs may appear.
...
This is pretty cool
what do you use
Unity
ight model's done
now time to plop it in game
holy shit thats great
anyone know if any of the NB games are gonna have their source released at some point? Only thing that'd make me throw more money at this damn company is the id way of source drop after few years
dusk is getting an sdk soon i believe
screw sdks, i want the whole thing! ;)
like would be swell to be able to have ports of ultrakill and such long after the devs have overdosed on coke or something
ah well, guess i'll have to start stalking hakita
idk how releasing the source of unity games would go tbh
I guess the closest analogue would be releasing the project file
HAH. AAHAHAH
Funny joke my man, nice one.

Nooooo the buttcheek is gone.
No more ass
no ass...
Visions of Cake...
Thinking about how to approach the boss arena for this thing
on one hand: I could just do whatever the fuck I want and make the floor of the arena spin while going upward
on the other hand: I could just be generic and make an actually sane arena that p wouldn't give players motion sickness
Fuck it going all out for the first boss of the game
yeAHHHH
crude mockup of the intro animation for this thing
Still have to refine it and give it a bit more weight when it turns around, but I like it so far
looks good so far
been stuck on a few things so decided to make the shotgun model 0.1% better
added a trigger (not that you can see it in game)
ooh what kinda game?
Legend of Zelda Majora's mask like game
i still need to play majora someday
I've played majora but I've never finished it because of how complicated it was
I like linear games
i like games that have a main linear path as well as optional detours
I was playing through Majora remake when my 3DS decided it didnt want to be able to run certain games anymore
Anyone here experienced with Unity's Timeline system? I'm trying to figure out a bug(?) with override tracks
The preview plays that animation out properly, but at runtime, the character moves in a completely different spot
is there code that's handling the movement and starting location of said character?
OMG REALTIMECSG IS SO COOL
Yes yes yes yes
Vriska is starting to beleive
Godot had Real time CSG for ages now
What's it like?
Interesting, I'm guessing that's what they used for Cruelty Squad?
potentially
cruelty squad uses trenchbroom iirc
Yeah, Cruelty Squad maps were made in TrenchBroom and then imported into Godot and tweaked
That's interesting, was it imported in obj?
Qodot
curious as to the difference. For static meshes I don't see much of an advantage
and before any of you go SOURCE???? SOURCE??? SAUCE??? SOURCE
Cruelty Squad wouldn't exist without Qodot, check it out here
259
Hey
Hey hey
Where the source to back up that source? 
Nope, I figured out what was wrong. Turns out you have to reset the position and rotation of the override track before adding more animations
Weird thing, but okay
Yeah! It's one of my favorite unity tools at the moment. Certain things like halls and doors are so much easier than probuilder, but I do notice some odd bugs if you click Play. You have to constantly refresh the csg model
Also it buils as one big mesh, so you have to keep track of that when building, as opposed to probuilder which makes separated meshes
I just started game developing and I just wanted to ask for your opinions. Do you think the animation walking animation looks ok?
and what about the 2 attack animations? I find them a bit junky
the attack animations don't feel like they have any momentum, try working on the interpolation there. as well, the transition between not doing anything and starting an attack, and the other way around, are very fast and don't seem natural
Killing demons with Hellslinger's dynamite stick or Veronika's incendiary grenade makes them drop ammo!
#retro #fps #videogame #indie #indiedev #indiedeveloper #gzdoom
ive been obsessing getting the scene switching to work for the past few days (ammo still doesnt transfer over) and then i realized that this is supposed to be a fun project lmao
so time to work on more fun things
also quick question
when it comes to level design in godot is it better for each level to be one scene, or for each level to have multiple scenes
One scene
alright thats what i assumed
For the swings, remember that you lead with the handle and the momentum causes the rest of the blade to follow, And make sure you follow through before a gradual slow-down since it takes some time for things to come to rest.
back to obsessing over this 
I would say not to worry too much about animations early on
dave oshry know of kb kart
yes
im happy

demo for a game i am making is out, i was told to i can post it here (if im not allowed lmk) https://ali3ndev.itch.io/try-gun
random wips for someone else's game
I'm going to have to animate those hands and blades

ayo? looking smooth
this
took too long my god
fuck angles and perspective man
now I need to animate/make:
-Single frame for Climbing
-Kick
-Knife animations (Grab, Inspect, Slash, Throw, Grapple, Pull, Backstab)
-GUN ANIMATIONS (Grab, Inspect, Pew pew)
niceeee
always good to have a punching animation
Bubbly
Rotat e
Speen
Half-Life: Alyx, but it has a drivable car and it's open-world in Mad-Maxian setting.
Here's a quick clip:
https://www.youtube.com/watch?v=AFrB1o3auFY
Hello,
This is a small snippet from my map On A Run, I happened to record while playing. It's not much, but as a proof of how awesome Car Chases in VR can look it's great.
I will definitely try a similar chase soon with much more cars and if I get an interesting shot, I'll share it here.
You can play the map here: https://steamcommunity.com/...
Thoughts?
It's everything I've ever wanted in a VR game
running into the problem with using premade gun assets where I feel like if they don't work accurately I can't put them in my game
going through the hassle of designing a better animation system so my reloads are accurate
yoooo
20:57:46: Connecting to 127.0.0.1:7777
20:57:46: Connected sucsessfully!
Puffs cigar
So it begins
why they got the goopda gunk on their hands
that's their skinned, Maimed, and torn hands
Can they take a bit out of their hands for a quick snack?
Typical day in California
I thought those were gloves but ok
they're degloves
I thought it was just like some insane skin cancer or something
Oh, I browned
Nice
they really shouldn't be holding sharp objects while their hands are so open and wounded like that, that can cause serious pain and discomfort
Nah, doesn't hurt, he plucked out the nerve endings
ew
The weather or the shooting?
Both probably
since I haven't posted an update in a while and my hiatus ends in a week and a half here's a couple of level concepts
1 - first level redesign
2 - dusk 3rd track
3 - Kyle track
my hiatus doesn't end for a week and a half
Pog
cannot wait (a week and a half)
what a legend
One of the karts should be one of the horse experiments from the end of Dusk e1m10
also I'm gonna try to stop making my levels in probuilder and start making them in blender
because probuilder sucks for making tracks
I can teach you jack if you want
nah
blender has curves which are good for making tracks
why did you cringejakob your own message
anyway
man
You could also try Umodeler, I personally prefer it over pro builder
The lite version is free
another thing I'm gonna try to do is implement machine learning for the kart ai
because every time I've tried to write kart ai before it sucked, but I've looked up how to use machine learning and it looks very straightforward (and better implemented than my systems)
it does take a lot of time to train the ai though
I've tried umodeler, I got a little confused by it and uninstalled it, but I'll probably try it again someday
Ah, ok, good luck with whatever you choose, m8
thanks man :)
I'm biased but Blender is probably a better investment of your time
i chose the fucking worst time to try and make a game didnt i



